paysages3d/src/render/software/SoftwareRenderer.cpp

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#include "SoftwareRenderer.h"
#include "CameraDefinition.h"
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#include "Scenery.h"
#include "FluidMediumManager.h"
#include "AtmosphereRenderer.h"
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#include "AtmosphereDefinition.h"
#include "AtmosphereResult.h"
#include "CloudsRenderer.h"
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#include "CloudsDefinition.h"
#include "TerrainRenderer.h"
#include "TexturesRenderer.h"
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#include "VegetationRenderer.h"
#include "WaterRenderer.h"
#include "SkyRasterizer.h"
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#include "TerrainRasterizer.h"
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#include "WaterRasterizer.h"
#include "NightSky.h"
#include "LightStatus.h"
#include "LightingManager.h"
#include "GodRaysSampler.h"
#include "GodRaysResult.h"
#include "System.h"
#include "Thread.h"
#include "RayCastingResult.h"
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SoftwareRenderer::SoftwareRenderer(Scenery* scenery):
scenery(scenery)
{
render_camera = new CameraDefinition;
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scenery->getCamera()->copy(render_camera);
atmosphere_renderer = new BaseAtmosphereRenderer(this);
clouds_renderer = new CloudsRenderer(this);
terrain_renderer = new TerrainRenderer(this);
textures_renderer = new TexturesRenderer(this);
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vegetation_renderer = new VegetationRenderer(this);
water_renderer = new WaterRenderer(this);
nightsky_renderer = new NightSky(this);
fluid_medium = new FluidMediumManager(this);
lighting = new LightingManager();
godrays = new GodRaysSampler();
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lighting->registerFilter(water_renderer);
lighting->registerFilter(terrain_renderer);
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lighting->registerFilter(vegetation_renderer);
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lighting->registerFilter(clouds_renderer);
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lighting->registerSource(atmosphere_renderer);
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setQuality(0.5);
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}
SoftwareRenderer::~SoftwareRenderer()
{
delete render_camera;
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delete fluid_medium;
delete lighting;
delete godrays;
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delete nightsky_renderer;
delete atmosphere_renderer;
delete clouds_renderer;
delete terrain_renderer;
delete textures_renderer;
delete water_renderer;
}
void SoftwareRenderer::prepare()
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{
scenery->validate();
scenery->getCamera()->copy(render_camera);
// Prepare sub renderers
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// TODO Don't recreate the renderer each time, only when it changes
lighting->unregisterSource(atmosphere_renderer);
delete atmosphere_renderer;
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if (getScenery()->getAtmosphere()->model == AtmosphereDefinition::ATMOSPHERE_MODEL_BRUNETON)
{
atmosphere_renderer = new SoftwareBrunetonAtmosphereRenderer(this);
}
else
{
atmosphere_renderer = new BaseAtmosphereRenderer(this);
}
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lighting->registerSource(atmosphere_renderer);
clouds_renderer->update();
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terrain_renderer->update();
water_renderer->update();
textures_renderer->update();
nightsky_renderer->update();
// Prepare global tools
godrays->prepare(this);
fluid_medium->clearMedia();
//fluid_medium->registerMedium(water_renderer);
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}
void SoftwareRenderer::setQuality(double quality)
{
terrain_renderer->setQuality(quality);
clouds_renderer->setQuality(quality);
godrays->setQuality(quality);
// TEMP compat with old code
render_quality = (int)(quality * 9.0) + 1;
}
Color SoftwareRenderer::applyLightingToSurface(const Vector3 &location, const Vector3 &normal, const SurfaceMaterial &material)
{
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return lighting->apply(getCameraLocation(location), location, normal, material);
}
Color SoftwareRenderer::applyMediumTraversal(Vector3 location, Color color)
{
color = atmosphere_renderer->applyAerialPerspective(location, color).final;
color = clouds_renderer->getColor(getCameraLocation(location), location, color);
return color;
/*Vector3 eye = cameraGetLocation(scenery->getCamera());
return fluid_medium->applyTraversal(eye, location, color);*/
}
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RayCastingResult SoftwareRenderer::rayWalking(const Vector3 &location, const Vector3 &direction, int, int, int, int)
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{
RayCastingResult result;
Color sky_color;
result = terrain_renderer->castRay(location, direction);
if (!result.hit)
{
sky_color = atmosphere_renderer->getSkyColor(direction).final;
result.hit = 1;
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result.hit_location = location.add(direction.scale(1000.0));
result.hit_color = clouds_renderer->getColor(location, result.hit_location, sky_color);
}
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return result;
}
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Vector3 SoftwareRenderer::getCameraLocation(const Vector3 &)
{
return render_camera->getLocation();
}
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Vector3 SoftwareRenderer::getCameraDirection(const Vector3 &)
{
return render_camera->getDirectionNormalized();
}
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double SoftwareRenderer::getPrecision(const Vector3 &location)
{
Vector3 projected;
projected = render_camera->project(location);
projected.x += 1.0;
//projected.y += 1.0;
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return render_camera->unproject(projected).sub(location).getNorm(); // / (double)render_quality;
}
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Vector3 SoftwareRenderer::projectPoint(const Vector3 &point)
{
return render_camera->project(point);
}
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Vector3 SoftwareRenderer::unprojectPoint(const Vector3 &point)
{
return render_camera->unproject(point);
}